Contact 6D computes spatial acceleration, whereas contact 3D Classical acceleration: is one of them wrong ? #1212
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Hello, I also found this issue, and I think there is also an issue in the equation for solving da0_local_dx in contact-3d, has anyone else found this problem? ` pinocchio::getJointAccelerationDerivatives( const std::size_t nv = state_->get_nv(); |
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Hello,
Thank you and congratulations for your nice work ! :)
I'm currently trying to implement a Contact5D, and I came across this difference when reading Contact3D and Contact6D implementations.
So, I'm wondering why is there a difference in the computed acceleration ? Are they identical under some assumptions (like contact with a fixed object) ?
Thank you for your help.
P.S.: I'm not certain this is a "bug", but I didn't know where I should post this kind of questions. Please let me know if there is a better place for next time.
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